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Editor Procedural Generation

To procedurally generate content in the editor a Scripted Importer is useful.

The parameters of the generation can be stored in JSON format in a file with a unique file extension. For example *.procline for prcedurally generated lines:

{
"vertices": 512
}

In code a Serializable class should be created with the same structure to deserialize this into:

[Serializable]
public class AssetData
{
[SerializeField] public int vertices;
}

Finally an importer processes these files:

[ScriptedImporter(1, "procline")]
public class ProceduralLineImporter
: ScriptedImporter
{
public override void OnImportAsset(AssetImportContext ctx)
{
var assetData = JsonUtility.FromJson<AssetData>(File.ReadAllText(ctx.assetPath));

var mesh = GenerateMesh(assetData.vertices);

ctx.AddObjectToAsset("mesh", mesh);
ctx.SetMainObject(mesh);
}
private static Mesh GenerateMesh(int points)
{
todo: generate mesh!
}
}

This same pattern can be used for any fixed procedural content generated in editor.

See Generating Meshes for more detail on how you might implement the GenerateMesh method.